GTA PRO GAME

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Пишем скрипти

Сообщений 1 страница 17 из 17

1

:NONAME_1
wait 500
$KIOSKMARKER = Marker.CreateIconWithoutSphere(10, -1000.33, 1617.42, 7.44)
end_thread

:NONAME_2
wait 0
if
00FF:   actor $PLAYER_ACTOR sphere 2 in_sphere -1000.33 1617.42 7.44 radius 1.0 1.0 1.0 on_foot
else_jump @NONAME_2
wait 500
04ED: load_animation "SMOKING"
Model.Load(#CIGAR)
038B: load_requested_models
wait 0
02A3: toggle_widescreen 1
Player.CanMove($PLAYER_CHAR) = False
Camera.SetPosition(-1001.25, 1620.73, 8.5, 0.0, 0.0, 0.0)
Camera.OnPed($PLAYER_ACTOR, 15, 2)
06BA: AS_actor $PLAYER_ACTOR turn_to_and_look_at -1001.33 1617.41 7.44
wait 500
05D3: AS_actor $PLAYER_ACTOR goto_point -1001.33 1617.41 7.44 mode 4 1000 ms // versionA
wait 2000
06BA: AS_actor $PLAYER_ACTOR turn_to_and_look_at -1001.33 1617.41 7.44
wait 1000
$SIGARETA = Object.Create(#CIGAR, 0.0, 0.0, 0.0)
070A: AS_actor $PLAYER_ACTOR attach_to_object $SIGARETA offset 0.04 0.1 -0.02 on_bone 5 16 perform_animation "NULL" IFP_file "NULL" time -1
0605: actor $PLAYER_ACTOR perform_animation_sequence "M_SMKSTND_LOOP" IFP_file "SMOKING" 4.0 loop 0 0 0 0 time 75000 // versionA
wait 12500
Actor.Health($PLAYER_ACTOR) = 100
wait 500
02A3: toggle_widescreen 0
Object.Destroy($SIGARETA)
Player.CanMove($PLAYER_CHAR) = True
Camera.Restore_WithJumpCut
wait 3000
jump @NONAME_2

+1

2

:MAIN_484
wait 0
Model.Load(#SADLER)
Model.Load(#VBMOCD)
Model.Load(#WMOMIB)
Model.Load(#CELLPHONE)
038B: load_requested_models

:MAIN_510
wait 0
if
   Model.Available(#SADLER)
   Model.Available(#VBMOCD)
   Model.Available(#WMOMIB)
   Model.Available(#CELLPHONE)
else_jump @MAIN_510
wait 0
$MOB = Actor.Create(CivMale, #WMOMIB, -1407.653, 1646.506, 7.2445)
0729: AS_actor $MOB hold_cellphone 1
$412 = Car.Create(#SADLER, -1405.72, 1685.987, 7.2445)
$200 = Actor.Create(CivMale, #VBMOCD, -1405.72, 1685.987, 7.2445)
Car.PutAt($412, -1405.76, 1658.884, 7.2445)
072A: put_actor $200 into_car $412 driverseat
07DB: set_car $412 rotation_velocity_XYZ 0.0 0.0 -180.0 through_center_of_mass
end_thread

0

3

Куда их вставлять?

0

4

В main.scm

0

5

А що, наприклад, дає перший скрипт?

0

6

В игре можна курить

0

7

Ух ты! Клас, сейчас попробую!

0

8

Спидометр
:SPEEDOMETR_byHard
thread "SPEEDOMETR_byHard"
wait 3000

:SPEEDOMETR_byHard_1
wait 100
if
Player.Defined($PLAYER_CHAR)
else_jump @SPEEDOMETR_byHard_1
if
0038: $ONMISSION == 0
else_jump @SPEEDOMETR_byHard_1
if and
8118: NOT actor $PLAYER_ACTOR dead
8965: NOT actor $PLAYER_ACTOR in_water
00DF: actor $PLAYER_ACTOR driving
else_jump @SPEEDOMETR_byHard_1
03C0: $CJ_speed_1 = actor $PLAYER_ACTOR car
0390: load_txd_dictionary "SPEEDOM"
038F: request_texture "STRELK" as 1
038F: request_texture "STRELK2" as 2
wait 2000
08D4: $HARD_speed = create_panel_with_title 'dummy' position 515.0 400.0 width 50.0 columns 1 interactive 0 background 1 alignment 0 // Imports
08DB: set_panel $HARD_speed column 0 header 'DUMMY' data 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY' 'DUMMY'

:SPEEDOMETR_byHard_3
wait 0
02E3: $CJ_speed_2 = car $CJ_speed_1 speed
0011: $CJ_speed_2 *= 2.2 //floating-point values
0009: $CJ_speed_2 += 60.0 // floating-point values
02E3: $CJ_speed_3 = car $CJ_speed_1 speed
0011: $CJ_speed_3 *= 2.4 //floating-point values
008C: $CJ_speed_3 = float_to_integer $CJ_speed_3
08EE: set_panel $HARD_speed column 0 row 0 text_1number 'NUMBER' $CJ_speed_3
038D: create_texture 2 position 550.0 392.0 scale 180.0 180.0 color 255 255 255 alpha 255
074B: texture 1 position 550.0 392.0 scale 180.0 180.0 rotation $CJ_speed_2 color 255 255 255 alpha 255
03F0: text_draw_toggle 0
if or
0038: $ONMISSION == 1
0118: actor $PLAYER_ACTOR dead
80DF: NOT actor $PLAYER_ACTOR driving
jf @SPEEDOMETR_byHard_3

:SPEEDOMETR_byHard_end
wait 100
08DA: remove_panel $HARD_speed
wait 500
Car.RemoveReferences($CJ_speed_1)
03F0: text_draw_toggle 0
wait 500
jump @SPEEDOMETR_byHard_1

0

9

Быстро едешь на машине? Не гони - ведь лопнут шины
:PROKOL
thread 'PROKOL'

:PROKOL_11
wait 0
if and
Player.Defined($PLAYER_CHAR)
0449: actor $PLAYER_ACTOR in_a_car
Actor.Driving($PLAYER_ACTOR)
84C8: not actor $PLAYER_ACTOR driving_flying_vehicle
84A9: not actor $PLAYER_ACTOR driving_helicopter
847A: not actor $PLAYER_ACTOR driving_a_motorbike
else_jump @PROKOL_11
03C0: $410 = actor $PLAYER_ACTOR car
02E3: $411 = car $410 speed
053F: set_car $410 tires_vulnerable 1
wait 0
if and
$411 > 90 // integer values
Actor.Driving($PLAYER_ACTOR)
else_jump @PROKOL_186
0209: $412 = random_int 1 10
0209: $413 = random_int 0 3
wait 10000
if
$412 == 10 // integer values
8496: not tire $413 on_car $410 deflated
else_jump @PROKOL_186

:PROKOL_155
04FE: deflate_tire $413 on_car $410
wait 0
if
0496: tire $413 on_car $410 deflated
else_jump @PROKOL_155

:PROKOL_186
Car.RemoveReferences($410)
jump @PROKOL

0

10

Сохранение
CREATE_SAVE_MENU_LINE
wait 0
{Изменим сначало имя GXT ключа в меню паузы ,
в тексте которого написано "Start new game"
на другой (FEH_LOA), значение которого "Game" .}
0@ = -386370
&0(0@,1i) = 0x4C5F4845
0@ += 1
&0(0@,1i) = 0x0B00414F
If and
Player.Defined($PLAYER_CHAR)
not Actor.Driving($PLAYER_ACTOR)
$ONMISSION == 0
then
{Если с игроком всё в порядке и он не на миссии ,
и не едет в машине , тогда создаём строку меню
с GXT ключом 'FET_SG' , знач. которго "Save game" ,
ну и естественно пишим туда нужные нам параметры.}
0@ = -388622
&0(0@,1i) = 0x46050001
0@ += 1
&0(0@,1i) = 0x535F5445
0@ += 1
&0(0@,1i) = 0xB000047
0@ += 1
&0(0@,1i) = 0x10
0@ += 1
&0(0@,1i) = 0x10000
else
{В другом же случае делаем эту строку недоступной (1)
или просто обнуляем эту строку (2) }
0@ = -388622
// (1) Можно просто сделать строку недоступной
// для наведения курсора :
&0(0@,1i) = 0x46000001
// (2) А можно и вовсе убрать из меню :
&0(0@,1i) = 1
for 0@ = -388621 to -388617
&0(0@,1i) = 0
end // for
end // i-t-e
jump @CREATE_SAVE_MENU_LINE

0

11

Сигнализация
:SignalProverka
wait 0
if and
actor.Driving($PLAYER_ACTOR)
847E: NOT player $PLAYER_CHAR driving a motorbike
84AB: not actor $PLAYER_ACTOR driving_plane
84A7: not actor $PLAYER_ACTOR driving_boat
84A9: not actor $PLAYER_ACTOR driving_helicopter
jf @SignalProverka
0002: jump @Signal

:Signal
wait 0
03C0: $PLAYERCAR = actor $PLAYER_ACTOR car

:Signal2
wait 0
if
8448: not actor $PLAYER_ACTOR in_car $PLAYERCAR
jf @Signal2
0002: jump @Signal3

:Signal3
wait 3000
067F: set_car $PLAYERCAR headlights 2
car.DoorStatus($PLAYERCAR) = 2
wait 500
067F: set_car $PLAYERCAR headlights 0

:Signal4
wait 0
if and
00E1: key_pressed 0 11
0202: actor $PLAYER_ACTOR near_car $PLAYERCAR radius 45.0 45.0 unknown 0
jf @Signal4
0002: jump @Signal5

:Signal5
wait 0
067F: set_car $PLAYERCAR headlights 2
car.DoorStatus($PLAYERCAR) = 0
wait 500
067F: set_car $PLAYERCAR headlights 0
0002: jump @SignalProverka

0

12

Разнообразие в педах
:raznoobrazie
wait 0
04ED: load_animation "SMOKING"
Model.Load(#CIGAR)
Model.Load(#CELLPHONE)
038B: load_requested_models

:raznoobrazie2
wait 0
if and
04EE: animation "SMOKING" loaded
Model.Available(#CIGAR)
Model.Available(#CELLPHONE)
jf @raznoobrazie2
0002: jump @raznoobrazie3

:raznoobrazie3
wait 30000
02DD: $ped = get_random_ped_in_zone 'SAN_AND' with_pedtype_civilian 1 gang 1 criminal/prostitute 1
0729: AS_actor $ped hold_cellphone 1
wait 10000
02DD: $ped2 = get_random_ped_in_zone 'SAN_AND' with_pedtype_civilian 1 gang 1 criminal/prostitute 1
$obj = Object.Create(#CIGAR, 0.0, 0.0, 0.0)
070A: unknown_action_sequence $ped2 $obj 0.04 0.1 -0.02 5 16 "NULL" "NULL" -1
wait 10000
0605: actor $ped2 perform_animation_sequence "M_SMKSTND_LOOP" from_file "SMOKING" 4.0 loop 0 0 0 1 8000 ms
wait 8000
Actor.RemoveReferences($ped2)
wait 52000
0729: AS_actor $ped hold_cellphone 0
wait 5000
Actor.RemoveReferences($ped)
jump @raznoobrazie3

0

13

Коробка передач
:KPP
create_thread @KPP_speed
create_thread @KPP_change
create_thread @KPP_acc
end_thread

:KPP_change
wait 0
if $PLAYER_CHAR.Defined
then
if and
$PLAYER_ACTOR.Driving
84A7: not actor $PLAYER_ACTOR driving_boat
84C8: not actor $PLAYER_ACTOR driving_flying_vehicle
then
04F7: status_text $peredacha type 0 line 1 GXT 'speedo' // global_variable // Score
03C0: 1@ = actor $PLAYER_ACTOR car
0494: get joystick data 0 $left_x $left_y $rigth_x $rigth_y
if and
00E1: player 0 pressed_key 3
$rigth_y == -128
$peredacha < 6
then
$peredacha += 1
081D: set_car 1@ engine_operation 1
wait 500
02E3: 2@ = car 1@ speed
081D: set_car 1@ engine_operation 0
036A: put_actor $PLAYER_ACTOR in_car 1@
car.SetSpeedInstantly(1@,2@)
end
0494: get joystick data 0 $left_x $left_y $rigth_x $rigth_y
if and
00E1: player 0 pressed_key 3
$rigth_y == 128
$peredacha > 1
then
$peredacha -= 1
081D: set_car 1@ engine_operation 1
wait 500
02E3: 2@ = car 1@ speed
081D: set_car 1@ engine_operation 0
036A: put_actor $PLAYER_ACTOR in_car 1@
car.SetSpeedInstantly(1@,2@)
end
else
car.RemoveReferences(1@)
0151: remove_status_text $peredacha
$peredacha = 1
end
end
jump @KPP_change

:KPP_speed
wait 0
if $PLAYER_CHAR.Defined
then
if and
$PLAYER_ACTOR.Driving
84A7: not actor $PLAYER_ACTOR driving_boat
84C8: not actor $PLAYER_ACTOR driving_flying_vehicle
then
03C0: 1@ = actor $PLAYER_ACTOR car
02E3: 2@ = car 1@ speed
if and
$peredacha == 1
2@ > 8.0
81F3: not car 1@ in_air
then
car.SetSpeedInstantly(1@,8.0)
end
02E3: 2@ = car 1@ speed
if and
$peredacha == 2
2@ > 19.0
81F3: not car 1@ in_air
then
car.SetSpeedInstantly(1@,19.0)
end
02E3: 2@ = car 1@ speed
if and
$peredacha == 3
2@ > 31.0
81F3: not car 1@ in_air
then
car.SetSpeedInstantly(1@,31.0)
end
02E3: 2@ = car 1@ speed
if and
$peredacha == 4
2@ > 46.0
81F3: not car 1@ in_air
then
car.SetSpeedInstantly(1@,46.0)
end
02E3: 2@ = car 1@ speed
if and
$peredacha == 5
2@ > 63.0
81F3: not car 1@ in_air
then
car.SetSpeedInstantly(1@,63.0)
end
else
car.RemoveReferences(1@)
end
end
jump @KPP_speed

:KPP_acc
wait 0
if $PLAYER_CHAR.Defined
then
if and
$PLAYER_ACTOR.Driving
84A7: not actor $PLAYER_ACTOR driving_boat
84C8: not actor $PLAYER_ACTOR driving_flying_vehicle
then
03C0: 1@ = actor $PLAYER_ACTOR car
02E3: 3@ = car 1@ speed
wait 50
02E3: 2@ = car 1@ speed
0087: 4@ = 2@
0063: 4@ -= 3@
if and
$peredacha == 2
4@ > 0.75
81F3: not car 1@ in_air
then
02E3: 2@ = car 1@ speed
2@ -= 1.5
car.SetSpeedInstantly(1@,2@)
end
02E3: 3@ = car 1@ speed
wait 50
02E3: 2@ = car 1@ speed
0087: 4@ = 2@
0063: 4@ -= 3@
if and
$peredacha == 3
4@ > 0.65
81F3: not car 1@ in_air
then
02E3: 2@ = car 1@ speed
2@ -= 1.5
car.SetSpeedInstantly(1@,2@)
end
02E3: 3@ = car 1@ speed
wait 50
02E3: 2@ = car 1@ speed
0087: 4@ = 2@
0063: 4@ -= 3@
if and
$peredacha == 4
4@ > 0.6
81F3: not car 1@ in_air
then
02E3: 2@ = car 1@ speed
2@ -= 1.5
car.SetSpeedInstantly(1@,2@)
end
02E3: 3@ = car 1@ speed
wait 50
02E3: 2@ = car 1@ speed
0087: 4@ = 2@
0063: 4@ -= 3@
if and
$peredacha == 5
4@ > 0.45
81F3: not car 1@ in_air
then
02E3: 2@ = car 1@ speed
2@ -= 1.5
car.SetSpeedInstantly(1@,2@)
end
02E3: 3@ = car 1@ speed
wait 50
02E3: 2@ = car 1@ speed
0087: 4@ = 2@
0063: 4@ -= 3@
if and
$peredacha == 6
4@ > 0.35
81F3: not car 1@ in_air
then
02E3: 2@ = car 1@ speed
2@ -= 1.5
car.SetSpeedInstantly(1@,2@)
end
else
car.RemoveReferences(1@)
end
end
jump @KPP_acc

0

14

Бензобак в 100 литров
:BENZIN
thread 'BENZIN'
marker.CreateIconWithoutSphere($TOPL1,55,2201.8188,2476.791,17.0937)
marker.CreateIconWithoutSphere($TOPL2,55,2640.4836,1107.9344,17.0547)
marker.CreateIconWithoutSphere($TOPL3,55,2116.1138,921.5753,17.0547)
marker.CreateIconWithoutSphere($TOPL4,55,384.9267,2602.614,16.4844)
marker.CreateIconWithoutSphere($TOPL5,55,391.5619,2569.0234,16.3672)
marker.CreateIconWithoutSphere($TOPL6,55,-342.7661,2678.0959,63.5189)
marker.CreateIconWithoutSphere($TOPL7,55,-927.9468,2664.6614,44.5246)
marker.CreateIconWithoutSphere($TOPL8,55,-1328.4524,2677.6138,50.0625)
marker.CreateIconWithoutSphere($TOPL9,55,70.0441,1217.7223,18.8117)
marker.CreateIconWithoutSphere($TOPL10,55,-2411.0598,977.6907,45.4609)
marker.CreateIconWithoutSphere($TOPL11,55,-2026.5817,156.5791,29.0391)
marker.CreateIconWithoutSphere($TOPL12,55,-1606.4712,-2712.9067,47.9788)
marker.CreateIconWithoutSphere($TOPL13,55,-91.6131,-1169.0676,1.867)
marker.CreateIconWithoutSphere($TOPL14,55,1938.9485,-1773.2655,12.9043)
marker.CreateIconWithoutSphere($TOPL15,55,1382.2828,462.5316,19.6513)
marker.CreateIconWithoutSphere($TOPL16,55,-1673.9116,414.3242,7.1797)

:BENZIN_1
wait 0
if
Actor.Driving($PLAYER_ACTOR)
jf @BENZIN_1
if
not Actor.InCar($PLAYER_ACTOR, $MyCar)
jf @BENZIN_2
03C0: $MyCar = actor $PLAYER_ACTOR car
if 2
8137: NOT car $MyCar id == #BMX
8137: NOT car $MyCar id == #MTBIKE
8137: NOT car $MyCar id == #BIKE
jf @BENZIN_1
2@ = 200
3@ = 10001
0209: $BENZIN = random_int 2@ 3@

:BENZIN_2
wait 0
if
8119: not car $MyCar wrecked
jf @BENZIN_8
if 5
8100: not actor $PLAYER_ACTOR near_point_in_car 2205.4712 2470.1516 9.8203 radius 5.0 5.0 5.0 sphere 1
8100: not actor $PLAYER_ACTOR near_point_in_car -1684.6312 407.8672 7.1797 radius 5.0 5.0 5.0 sphere 1
8100: not actor $PLAYER_ACTOR near_point_in_car 2205.3982 2480.5466 9.8203 radius 5.0 5.0 5.0 sphere 1
8100: not actor $PLAYER_ACTOR near_point_in_car 2199.3621 2480.4089 9.8203 radius 5.0 5.0 5.0 sphere 1
8100: not actor $PLAYER_ACTOR near_point_in_car -1671.7809 414.6198 7.1797 radius 5.0 5.0 5.0 sphere 1
8100: not actor $PLAYER_ACTOR near_point_in_car 2199.1409 2469.9216 9.8203 radius 5.0 5.0 5.0 sphere 1
jf @BENZIN_9
if 5
8100: not actor $PLAYER_ACTOR near_point_in_car 2640.0896 1103.14 9.8203 radius 5.0 5.0 5.0 sphere 1
8100: not actor $PLAYER_ACTOR near_point_in_car 2640.0896 1103.14 9.8203 radius 5.0 5.0 5.0 sphere 1
8100: not actor $PLAYER_ACTOR near_point_in_car 2645.2876 1109.4246 9.8203 radius 5.0 5.0 5.0 sphere 1
8100: not actor $PLAYER_ACTOR near_point_in_car 2639.866 1109.4246 9.8203 radius 5.0 5.0 5.0 sphere 1
8100: not actor $PLAYER_ACTOR near_point_in_car 2634.428 1109.1266 9.8203 radius 5.0 5.0 5.0 sphere 1
8100: not actor $PLAYER_ACTOR near_point_in_car 2108.9958 923.1729 9.8203 radius 5.0 5.0 5.0 sphere 1
jf @BENZIN_9
if 5
8100: not actor $PLAYER_ACTOR near_point_in_car 2634.5811 1103.4642 10.813 radius 5.0 5.0 5.0 sphere 1
8100: not actor $PLAYER_ACTOR near_point_in_car 2115.1096 923.4273 9.8203 radius 5.0 5.0 5.0 sphere 1
8100: not actor $PLAYER_ACTOR near_point_in_car 2120.8706 923.607 9.8203 radius 5.0 5.0 5.0 sphere 1
8100: not actor $PLAYER_ACTOR near_point_in_car 2120.7622 917.1142 9.8203 radius 5.0 5.0 5.0 sphere 1
8100: not actor $PLAYER_ACTOR near_point_in_car 2114.8164 917.1771 9.8203 radius 5.0 5.0 5.0 sphere 1
8100: not actor $PLAYER_ACTOR near_point_in_car 2108.8584 916.7469 9.8203 radius 5.0 5.0 5.0 sphere 1
jf @BENZIN_9
if 5
8100: not actor $PLAYER_ACTOR near_point_in_car 384.9267 2602.614 15.4844 radius 5.0 5.0 5.0 sphere 1
8100: not actor $PLAYER_ACTOR near_point_in_car 391.552 2569.1575 15.3672 radius 5.0 5.0 5.0 sphere 1
8100: not actor $PLAYER_ACTOR near_point_in_car -342.7661 2678.0959 63.5189 radius 5.0 5.0 5.0 sphere 1
8100: not actor $PLAYER_ACTOR near_point_in_car -927.9468 2664.6614 41.2364 radius 5.0 5.0 5.0 sphere 1
8100: not actor $PLAYER_ACTOR near_point_in_car -1328.4524 2677.6138 50.0625 radius 5.0 5.0 5.0 sphere 1
8100: not actor $PLAYER_ACTOR near_point_in_car 70.0441 1217.7223 18.8117 radius 5.0 5.0 5.0 sphere 1
jf @BENZIN_9
if 5
8100: not actor $PLAYER_ACTOR near_point_in_car -2407.6646 976.3728 45.2969 radius 5.0 5.0 5.0 sphere 1
8100: not actor $PLAYER_ACTOR near_point_in_car -2029.2676 156.5764 28.8359 radius 5.0 5.0 5.0 sphere 1
8100: not actor $PLAYER_ACTOR near_point_in_car -1605.3003 -2713.7961 48.5335 radius 5.0 5.0 5.0 sphere 1
8100: not actor $PLAYER_ACTOR near_point_in_car -87.203 -1163.811 2.2313 radius 5.0 5.0 5.0 sphere 1
8100: not actor $PLAYER_ACTOR near_point_in_car 1939.4865 -1771.0599 13.3828 radius 5.0 5.0 5.0 sphere 1
8100: not actor $PLAYER_ACTOR near_point_in_car 1380.7777 462.3883 20.1031 radius 5.0 5.0 5.0 sphere 1
jf @BENZIN_9
if
not $BENZIN <= 10
jf @BENZIN_7
if or
00E1: key_pressed 0 16
00E1: key_pressed 0 14
jf @BENZIN_4
$PACXOD = 8
4@ = 0.0
02E3: 1@ = car $MyCar speed

:BENZIN_3
wait 1
if
8119: not car $MyCar wrecked
jf @BENZIN_8
if
Actor.Driving($PLAYER_ACTOR)
jf @BENZIN_6
if
not 1@ == 0.0
jf @BENZIN_4
4@ += 5.0
$PACXOD -= 1
if 1
0025: 1@ > 4@
not $PACXOD == 1
jf @BENZIN_5
jump @BENZIN_3

:BENZIN_4
wait 1000
$PACXOD = 1
jump @BENZIN_5

:BENZIN_5
wait 200
if
8119: not car $MyCar wrecked
jf @BENZIN_8
if
Actor.Driving($PLAYER_ACTOR)
jf @BENZIN_6
if
Actor.InCar($PLAYER_ACTOR, $MyCar)
jf @BENZIN_1
0060: $BENZIN -= $PACXOD
008B: $BENZIN2 = $BENZIN
$BENZIN2 /= 100
04F7: status_text $BENZIN 0 line 2 'SPEEDO'
jump @BENZIN_2

:BENZIN_6
wait 50
if
8119: not car $MyCar wrecked
jf @BENZIN_8
02D4: unknown_turn_off_car $MyCar engine
if
not Actor.Driving($PLAYER_ACTOR)
jf @BENZIN_6
0151: remove_status_text $BENZIN2
jump @BENZIN_1

:BENZIN_7
wait 0
if
8119: not car $MyCar wrecked
jf @BENZIN_8
if
1@ >= 2.0
jf @BENZIN_6
wait 900
02E3: 1@ = car $MyCar speed
1@ -= 1.0
Car.SetMaxSpeed($MyCar, 1@)
04BA: set_car $MyCar speed_instantly 1@
jump @BENZIN_7

:BENZIN_8
wait 0
0151: remove_status_text $BENZIN2
Car.RemoveReferences($MyCar)
jump @BENZIN_1

:BENZIN_9
wait 10
if 1
not $BENZIN >= 10000
Player.Money($PLAYER_CHAR) > 1
jf @BENZIN_2
Player.Money($PLAYER_CHAR) += -2
$BENZIN += 40
$PACXOD -= 1
jump @BENZIN_5

0

15

Вооруженная до зубов тачка
:SUPER_CAR
wait 0
model.load(#BULLET)
model.Load(#FAM1)
model.Load(#MINIGUN)
model.Load(#ROCKETLA)
model.Load(#BARREL1)
model.Load(#MINIGUN_BASE)
model.Load(#FLAME)
model.Load(#TEARGAS)
038B: load_requested_models

:SUPER_CAR_CREATE
wait 0
if and
model.Available(#BULLET)
model.Available(#FAM1)
model.Available(#MINIGUN)
model.Available(#ROCKETLA)
model.Available(#BARREL1)
model.Available(#MINIGUN_BASE)
model.Available(#FLAME)
jf @SUPER_CAR_CREATE
$C = 2431.9075
$A = -1673.9484
$R = 13.6468
Car.Create($super_car,#BULLET,$C $A $R)
0229: set_car $super_car color_to 90 90
Car.Angle($super_car) = 90.0
Car.SetImmunities($super_car,1,1,1,1,1)
053F: set_car $super_car tires_vulnerable 0
Object.Create($gun,#MINIGUN_BASE,0.0 0.0 0.0)
Object.Create($gun2,#MINIGUN_BASE,0.0 0.0 0.0)
0681: attach_object $gun to_car $super_car at_offset 0.5 0.5 0.0 rotation 90.0 0.0 90.0
0681: attach_object $gun2 to_car $super_car at_offset -0.5 0.5 0.0 rotation 270.0 0.0 90.0
Actor.Create($miniguner,4,#FAM1,0.0 0.0 0.0)
Actor.Create($miniguner2,4,#FAM1,0.0 0.0 0.0)
Actor.Create($rocketman,4,#FAM1,0.0 0.0 0.0)
Actor.Create($flamber,4,#FAM1,0.0 0.0 0.0)
Actor.SetImmunities($rocketman,1,1,1,1,1)
Actor.SetImmunities($miniguner2,1,1,1,1,1)
Actor.SetImmunities($miniguner,1,1,1,1,1)
Actor.SetImmunities($flamber,1,1,1,1,1)
0464: put_actor $rocketman into_turret_on_car $super_car at_car_offset 0.0 0.0 2.0 position 0 shooting_angle 0.0 with_weapon 35
0464: put_actor $miniguner2 into_turret_on_car $super_car at_car_offset -0.9 0.5 0.3 position 0 shooting_angle 0.0 with_weapon 38
0464: put_actor $miniguner into_turret_on_car $super_car at_car_offset 0.9 0.5 0.3 position 0 shooting_angle 0.0 with_weapon 38
0464: put_actor $flamber into_turret_on_car $super_car at_car_offset 0.0 2.0 0.0 position 0 shooting_angle 0.0 with_weapon 37
0619: set_actor $miniguner2 collision_detection 0
0619: set_actor $miniguner collision_detection 0
0337: set_actor $rocketman visibility 0
0337: set_actor $miniguner2 visibility 0
0337: set_actor $miniguner visibility 0
0337: set_actor $flamber visibility 0

:FLIP_CHECK
wait 0
if
01F4: car $super_car flipped
jf @MINIGUN_ATTACK
0407: create_coordinate $FL $IP $P from_car $super_car offset 0.0 0.0 10.0
Car.PutAt($super_car,$FL $IP $P)

:MINIGUN_ATTACK
wait 0
if and
Actor.InCar($PLAYER_ACTOR,$super_car)
00E1: key_pressed 0 17
jf @ROCKET_LAUNCHER
04C4: create_coordinate $G $U $N from_actor $miniguner offset 0.0 10.0 -0.2
04C4: create_coordinate $G1 $U1 $N1 from_actor $miniguner2 offset 0.0 10.0 -0.2
0668: unknown_action_sequence $miniguner $G $U $N 500
0668: unknown_action_sequence $miniguner2 $G1 $U1 $N1 500

:ROCKET_LAUNCHER
wait 0
if and
00E1: key_pressed 0 19
Actor.InCar($PLAYER_ACTOR,$super_car)
jf @FLAMETHROWER
04C4: create_coordinate $G2 $U2 $N2 from_actor $rocketman offset 0.0 10.0 -0.5
0668: unknown_action_sequence $rocketman $G2 $U2 $N2 500

:FLAMETHROWER
wait 0
if and
00E1: key_pressed 0 6
Actor.InCar($PLAYER_ACTOR,$super_car)
jf @MINE
04C4: create_coordinate $G3 $U3 $N3 from_actor $flamber offset 0.0 10.0 0.0
0668: unknown_action_sequence $flamber $G3 $U3 $N3 500

:MINE
wait 0
if and
Actor.InCar($PLAYER_ACTOR,$super_car)
00E1: key_pressed 0 4
jf @ANTICOP_SYSTEM
Object.Create($mine,#BARREL1,0.0 0.0 0.0)
0681: attach_object $mine to_car $super_car at_offset 0.0 -2.0 0.3 rotation 0.0 90.0 0.0
0682: detach_object $mine 0.0 0.0 0.0 collision_detection 0
wait 3000
Object.StorePos($mine,$B,$O,$MB)
020C: create_explosion_with_radius 10 at $B $O $MB
wait 10
$MB += 1.0
020C: create_explosion_with_radius 10 at $B $O $MB
wait 10
$MB += 1.0
020C: create_explosion_with_radius 10 at $B $O $MB
Object.Destroy($mine)
Object.RemoveReferences($mine)

:ANTICOP_SYSTEM
wait 0
if and
00E1: key_pressed 0 10
Actor.InCar($PLAYER_ACTOR,$super_car)
010F: player $PLAYER_CHAR wanted level > 0
jf @FLIP_CHECK
Car.DoorStatus($super_car) = 2
064B: $smoke_screen1 = create_particle "CARWASHSPRAY" at 0.0 0.0 0.0 1
064B: $smoke_screen2 = create_particle "CARWASHSPRAY" at 0.0 0.0 0.0 1
066C: $smoke_screen1 = attach_particle "CARWASHSPRAY" to_vehicle $super_car offset 1.0 0.0 0.0 rotation 0.0 90.0 0.0 1
066C: $smoke_screen1 = attach_particle "CARWASHSPRAY" to_vehicle $super_car offset -1.0 0.0 0.0 rotation 0.0 270.0 0.0 1
064C: make_particle $smoke_screen1 visible
064C: make_particle $smoke_screen2 visible
wait 2000
0209: $color1 = random_int 0 126
0209: $color2 = random_int 0 126
0229: set_car $super_car color_to $color1 $color2
wait 2000
Player.ClearWantedLevel($PLAYER_CHAR)
0650: destroy_particle $smoke_screen1
0650: destroy_particle $smoke_screen2
Car.DoorStatus($super_car) = 0
Jump @FLIP_CHECK

+1

16

які відступи робити між скриптами в файлі маін?

0

17

Люди, кто знает команду, чтобы актёр атаковал определенную точку? Или чтобы просто атаковал.

0


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